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The Electronic Game of Strategy & Suspense
Each player commands an army of 21 pieces – from Five Star General to Private – including 2 power Secret Agents.
You must capture your opponent’s flags or maneuver your own flag to his front row to win. Using strategy – and courage – you position your “army” for battle.
An attack is made! Your piece is challenged when your piece and an enemy piece occupy the same square. The AMAZING COMPUTER goes into action. It electronically signals – with light and sound – which piece is the victor. That piece wins the position. The defeated piece is removed from play.
Because the strength of each piece is hidden, suspense builds with every move.
Every Move is a Calculated Risk
Electronic Arbiter reveals which piece has the higher rank.
Flashing Lights signal victory or Defeat for each attack.
Electronic Signals sound during a challenge and salute the victory of the game.
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The game covers Napoleon's move on the way to Moscow but encountered severe resistance at Borodino. His aggression was stopped by the Russian Army and the winter effect.
Strategy & Tactics magazine #32 game published by SPI in 1972. 100 counters
(user comments:)
This game is broadly considered to be one of the early classics of wargaming. Though a crude simulation by today's standards it has many of the hallmarks of what makes a "game" one that is good. It is simple, balanced, replayable and can draw the interest of both new gamers and old salts alike.
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Prime Climb is a new board game that uses arithmetic to open a beautiful world of possibility. Players race to be the first to get to the center of the board while avoiding getting knocked back to the start by other players. Highlighting the power of the prime numbers, Prime Climb is mathematical, deep, creative, and fun.
Each player controls two pawns that start at the 0 circle. Players take turns rolling two 10-sided dice and applying the values to their two pawns using any of the four basic arithmetic operations: addition, subtraction, multiplication, and division. The first to get both pawns into the 101 circle exactly wins the game! Be careful: if another player lands on you, you get sent back to the start. Along the way, players who land on the red circles collect Prime cards-some are helpful now, some are helpful later, and a few are trouble!
One of the great innovations of Prime Climb is the coloring scheme. Each of the prime numbers less than 10 has its own color: 2 is orange, 3 is green, 5 is blue, and 7 is purple. After 10, each prime number is red. Any number that is not a prime is a mix of colors that corresponds to its prime factors. For example, 14 = 2 x 7, so the 14 circle is half orange and half purple.
The color coding allows players a way to quickly analyze the factors and multiples of the numbers on the board. This helps players check their multiplication and division, and even allows kids who haven't yet learned multiplication to play the game.
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Like Fluxx, Regular Show Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.
At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game.
Regular Show Fluxx features characters and situations from the Regular Show animated series on Cartoon Network.
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Highly detailed wrestling die and chart simulation. The game contains hundreds of wrestler cards that depict fictional and historical wrestlers. The game was further supported by additional 'wrestler packs' that add to the game. Tournament or league play. For enthusiasts of the sport primarily.
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The solitaire puzzle series Brains is now a competitive game for up to four puzzle enthusiasts. In Brains Family: Burgen & Drachen, players compete to fight powerful dragons and reach fabulous castles.
At the start of each round, someone reveals an adventure card that shows the locations of dragons and castles on the boards. Then all players race to be the first to place their tiles on their individual player boards so that their knight figure travels to all the castles. Whoever finds the right answer wins the round. Initially fighting against the dragon is optional, but once a player has won a round, they must fight the dragon in each subsequent round, in addition to visiting all of the castles. Whoever wins three rounds first wins the game.
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Pompiers! is a trick-taking game for four or five players where the players aim to complete certain "missions", such as winning exactly 1 trick or winning no red cards.
The game comes with a deck of four colors, with ranks from 1 to 15, and has a kitty (un-dealt cards) of size 8 with 4 players and 10 with 5 players; one card from the kitty is revealed as the trump suit each hand. The trick-taking phase follows the standard rules of must-follow suit, with the highest trump card winning the trick, and if none were played, the highest card of the lead suit wins the trick. The players keep tricks they win in a 2x5 grid marked by tokens.
After each round, players determine who earns points for each available mission. There are 5 basic missions each game, and they can be achieved once each hand. Additionally, there will be a selection of "emergency" missions that can only be completed once each game.
The game ends after 5 rounds, with each basic mission being worth 5 points and the emergency missions being worth 2 to 4 points. The player with the most points wins.
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Faux Diamonds is a 4-suit trick-taking game in which players sell their cards (diamonds) on value tracks that change after each sale. After a series of hands, the winner is the player who has accumulated the most wealth.
You have tough choices to make in Faux Diamonds. Will you sell high by winning the trick? Or, if you don’t have any of the led suit, which alternative market gives you the best chance of profit? Be careful, your opponents can also play Faux Diamonds at any time, and this will cause the markets to fluctuate!
The deck in Faux Diamonds consists of sixty cards, numbered 1-13 in 4 different suits as well as 8 faux diamond cards. In each round, the players start with a hand of ten cards. Each player will select one card to keep facedown as their end of round diamond sale. One player leads a card, and everyone else must play one card, following suit if possible. As you play a card, if you cannot follow suit, you immediately get to sell a diamond in the suit you did play. The player who played the highest card in the suit that was led wins the trick, and also gets to sell a diamond.
The player who won the trick leads a card to start the next trick. After a full Round of nine tricks, each player will then sell their end of round diamond. Players then start a new round.
Whoever has accumulated the most wealth at the end of the game wins!
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With Tiny Acrobats, you can seize the opportunity to play with your meeples as part of a game! Create an amazing circus show and breathtaking acts and performances by cleverly stacking different wooden meeples. Acrobats, guest stars, special numbers, and wild animals come together in a dexterity game with rules that are easy and quick to learn.
In Tiny Acrobats, which combines the excitement and thrills of Meeple Circus with new rules and streamlined scoring, you have three rounds to create your show and perform numbers that will meet the public demands, which change at the end of each round. During each round, you select the meeples that you want to add to your troop, then assemble them on stage. Players have a limited time to achieve their prowess simultaneously. Practicing your dexterity, use your meeples to collect applause and earn points. You have to reproduce the figures requested by the public, stage the special arrangements of your guest stars, and raise your troop high in the air because it will bring as much applause as its height. The player with the most applause after three rounds wins.
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As its name implies, this is a version of Apples to Apples designed for kids, although the basic game still works well with adults, too. Compared to the original game, this edition features simplified words that even young children can understand and has no "suggestive" words that adults would be uncomfortable explaining to the kids.
Out of the Box re-named this editon in 2007 from Apples to Apples Junior! to Apples to Apples Kids.
Note: This is a different game from Apples to Apples Junior; In 2007, when Apples to Apples Junior! was changed to Apples to Apples Kids, Apples to Apples Junior 9+ was changed to Apples to Apples Junior.
Part of the Apples to Apples Series.
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From the designer of Duel in the Dark, comes tank battles on the Eastern Front. Russians vs Germans. As the German player, are you prepared to defend your section of the front against the endless Red hordes? Or, as the Soviet player, are you going to be able to break through the Fascist lines and continue the advance towards Berlin?
"Duel of the Giants" allows you to recreate the great tank battles on the Eastern Front in 1943. As the German player, you must plan your moves carefully to anticipate the Soviet advance. The Soviet player can take chances with his many tanks to overwhelm the limited German defenses.
Good planning, preparation, and skill will be required to carry the day. Onward to victory - you now must begin the fight of your life...
Comes with 11 plastic minis - 10 tanks and one Stuka plane.
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A grand strategic solitaire war game, Global War: World War II Worldwide 1939-1945 lets you fight all of World War II in one three-hour sitting! Smaller scenarios can be played in less time.
You can fight epic carrier battles in the Pacific while Panzer armies roll across the Eastern Front. You will use wartime leaders like Churchill and Stalin to achieve military goals from Western Europe and Russia to Ethiopia, China, and Southeast Asia. Build fleets of convoys to offset German U-Boats. Support armed partisan resistance. Employ the unique talents of generals like Patton, Montgomery, MacArthur, and Zhukov to defy fascist aggressors. Wage the Battle of Britain in a struggle for control of the skies. Task your scientists to develop the A-Bomb. Conduct bombing missions to batter Axis industrial capacity and morale as Axis offensives in Europe, Africa, China, the Pacific, and Russia challenge your own morale. Land on the beaches at Normandy. Fight epic battles at Stalingrad, Imphal, and Guadalcanal. All to determine the fate of the globe -- for this is GLOBAL WAR!
-description from the publisher
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Magic Maze Tower is a new standalone game in the universe of the Magic Maze range.
The adventures of the dwarf, the elf, the barbarian and the magician at the mall were a failure and our (brave) adventurers find themselves prisoners of a tower, or rather, of a high-security prison. They will probably need the help of a 5th hero to help them....
The goal of the game is to complete as many levels as possible to escape the prison.
Magic Maze Tower is played on a single Level tile, without an hourglass (you can take your time!), without a “do something” token, but the communication is still limited: Speaking is forbidden.
SETUP
Place a Level card in front of the players.
Place the Hero pawn of the corresponding color on each Hero space (not all 5 pawns are used every time).
Distribute the Action tiles to the players.
HOW TO PLAY
For a level to be completed, all conditions for passing the level must be met and the heroes must then use the exit.
All players will simultaneously move the pawns according to the action assigned to them.
Together, solve the puzzle to save the adventurers.
When a level is completed, you move on to the next one.
-description from the publisher
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Waterloo Solitaire has 24 games. You take the role of Napoleon commanding the French army for 12 games against an opposing Allied autonomous player side, referred to as the Allied BOT side. And you take the role of Wellington for 12 games, commanding the Allied army against a French BOT side. Each opposing BOT side is rated for its skill; easy for 4 games, medium for 4 games, and hard for 4 games.
One side is played by you (either Allied or French) and uses player actions for the side being playing. The BOT opponent uses the solitaire actions for the other side.
A player can issue one action per game turn from their actions available for the side they are playing. He also has the option of using a Combined Arms Tactics with a supporting action to the one action played. Your choices can cause Die Roll Modifiers (DRM) that affects attacks with results that cause unit eliminations and tactical events to occur.
The object of the game for the French player is to defeat the Allies by the end of the game. This is accomplished by removing all units in 2 of the 3 Allied infantry formations. The object for the Allied player is to avoid defeat by the end of the game. Both sides also have several other ways to win or lose before the game ends.
You will need to provide a pen and one 6-sided die to play the game.
-description from designer
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Long long time ago, before age of human, there were four bear clans who help the king to reign over Northeast Asia. The time has come for the king to decide who will be the heir to the throne. The clans send their princes to the world to acquire all the qualifications to be the next king. They travel from town to town and build sacred bear statues; they inherit knowledge of religion, education, military, and commerce in return. The new journey is about to begin. Who will succeed to the throne?
-description from the publisher
Summary of Game Play
1. Place the bear steles to acquire a knowledge token.
2. Pay the equivalent in number and color to the temples.
3. If a player has completed to collect tokens, the game ends.
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In this outrageous drawing game the object is to try to get other players to guess the WHO, WHAT and WHERE scene you've drawn. To play, each player picks a WHO card, a WHAT card and a WHERE card and then begins drawing the ridiculous scene described on the cards (such as "Prince Charles Performing Ballet In Egypt").
Players then pass their creations onto everyone else who all try to guess what the artist drew. Players are awarded points for correct guesses and good drawings. Player with the most points after 3 rounds wins.
Nice features: each person plays individually, and all play at once (no downtime).
Re-implemented as:
Who? What? Where? Jr.
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A pirate's life is all about the treasure - or surviving to tell the tale! Turn yourself into a legend by defeating the enemy, saving the ship, and having the most valuable loot in your hand...but if the ship does sink, be the pirate who survived to tell the tale by having the fewest cards in your hand so that you can be light enough to flee on the lifeboat.
In We're Sinking!, a 3-6 player, secret action-taking survival game, players take on the role of pirates on a ship under siege. As the ship takes damage, the crew must work together to repair the ship and defeat one of the threats - kraken, skeleton pirates, megalodon, or sirens - while keeping the ship from sinking.
Each turn, players choose one of four actions: Bucket decreases the current water level; Patch fixes breaches and busted cannon; Fire allows you to fire cannons at the enemy; and Plunder allows you to steal revealed loot cards. Players discuss and possibly bluff about which actions they should take, then they secretly choose their actions on hidden compass dials, place them face down, then reveal them simultaneously.
Will you or your fellow crew instead choose to selfishly pocket treasure as precious time runs out? If you can manage to take out the threat, the game ends, and you win if you have the largest treasure score. If the ship sinks before taking out the threat, you win by having the fewest cards in hand.
Players constantly make tough decisions as they change their strategies based on how close they think the ship is to sinking or how trustworthy their fellow mates ar(rrr)e.
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Adventure awaits in Anchors Aweigh!, but have you packed the right equipment to prepare for what lies ahead?
The game lasts two rounds, with two phases in each round. To set up, give everyone a ship that has room for twelve items (four under the deck out of view of others), then dump all of the equipment tiles in the center of the table. Take thirteen adventure cards in the appropriate number of the appropriate types (discovery, trade, pirates, contract), then lay them out in a circle around the equipment.
When everyone is ready, reveal the adventure cards, then race to fill your ship with equipment tiles using only one hand, adding two colored goods in the special slots for those. Whoever finishes first scoops the cards up so that everyone else has to finish equipping their ship without seeing what's coming. You then shuffle the cards, then reveal them one by one:
Discovery: When this type of card is revealed, you can discard the 1 or 2 equipment tiles shown to receive the goods or money instead. Whenever you receive goods, they must be placed in an empty space on your ship; you can discard equipment to make room for them, if you wish.
Trade: You can trade the one good on the left of the card for the 2-3 goods on the right, if you wish.
Pirates: Before revealing this card, every player must say either fight or flee. If you flee, nothing happens to you. If you fight, you must be able to discard the equipment shown on the card or else you're penalized and must ditch some money and aa good; if you do have the equipment to drive the pirates away, you receive the reward shown on the card.
Contract: Place this on the bottom of the deck until only contract cards remain, then reveal them one by one. If you have the 1-4 goods showing on the card, you can discard them to get the monetary reward.
At the end of the round, convert every remaining good into 1 coin, then for each ten coins, convert them into a treasure chest and place it on an empty space in your boat. Now you'll have less room on board for the second leg of this trip, which plays out nearly identically to the first one.
In the end, whoever has the most money wins!
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The war raged across Germany from 1618 to 1630 with the Habsburg, Holy Roman Emperor retaining the upperhand. Then the tide of war changed when King Gustav Adolf of Sweden, the "Lion of the North," revitalized the cause of the Protestant princes of Germany. Bankrolled by France, the Swedes pushed their advantage towards the Emperor's most valuable ally, Maximilian of Bavaria. Though Catholic, France sought to keep the power of the Habsburgs in check by financially supporting the Swedish King.
From 1632 to 1648, Bavaria and the surrounding area became a crucial battlefront to knocking Bavaria out of the war. The Swedes enjoyed success until fate removed their King and their over-extended forces could not hold onto their gains. After the Swedes suffered a sharp defeat at Nördlingen in 1634, France was forced to play a more active role or lose all she had paid for. A series of seesaw campaigns ensued as the French Armée d'Allemagne secured crossings of the Rhine and pushed the war back into the heart of Bavaria. The area became the proving ground of the greatest generals of the age - Turenne, Condé, Mercy, de Werth. Neither side possessed a clear superiority of forces so it was a dangerous game of cat-and-mouse, march, counter-march, siege, and surprise attacks. After several years, a combined French-Swedish campaign finally broke the back of the Bavarians in 1646 and Maximilian made a separate peace. It did not last long; after a year he reluctantly rejoined the Imperial cause. Repeating the winning combination of 1646, the French-Swedish army ended Maximilian's enterprise at Zusmarshausen in 1648.
Won by the Sword is the first game in Ben Hull's Great Campaigns of the Thirty Years War series. It is a two-player game of operational warfare in the 17th Century. Armies maneuver on a point to point map of Southern Germany based on the road network available at the time. Each game is centered around a major battle or full campaign season. A Turn is a month divided into a variable number of impulses. Each army has a hand of Campaign Cards that control the amount of activity it may perform, the supplies it must expend, and a special action. Each impulse features one card play per army. Forces are concealed off map so players are faced with limited knowledge of the enemy. The major activities are maneuver, foraging, besieging fortifications, and an occasional battle. Won by the Sword is a low-complexity game with emphasis on the players maneuvering their forces, but many decisions await. The low rules complexity allows each player, rather than being encumbered with rules, to focus on choices regarding how to manage his campaign.
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Played on a wooden board, there are three ways to win this abstract-strategy game: Get three circular pieces of your color in a row in either ascending or descending order; get the same sized pieces in a row; or get three concentric pieces in the same space.
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Game description from the publisher:
Since the dark forces settled upon the land, farmers have struggled to maintain their livelihood. Monsters constantly ravage the fields and destroy most of the crops, and what is left is barely enough for families to survive. There is no longer enough to trade, and even if there was, the Goblin General's siege on Draida Bay makes it impossible to sell or buy anything. Prospects are grim.
In Heroica: Ilrion, it's up to you to locate the Catacombs, fight your way past vicious bats and lumbering zombies, and defeat the Vampire Lord to rescue the King!
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Game description from the publisher:
Pharaoh is worried! His tomb at Giza is behind schedule, and he fears it will not be done in time for his funeral. He is offering great rewards to the faction that contributes the most work on his pyramid in the next ten years. If your people work the hardest and work the smartest you shall earn Pharaoh's favor!
In Giza: the Great Pyramid you are the leader of one of four factions vying for Pharaoh's favor. You have ten years to outperform the other factions and contribute the most to his great pyramid, earning eternal gratitude and glory. You shall need to balance your labor! Farm and fish to feed your people. Sweat and struggle with the back-breaking labor of moving the giant stone blocks into place. Task your folk with the creation of exquisite artworks to beautify Pharaoh's eternal rest.
Are you smart enough, organized enough and diligent enough to lead your people and earn Pharaoh's favor?
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"Xian" e.g https://en.wikipedia.org/wiki/Xian_(Taoism) , or the "godly spirit," is the final form that a human can become through the act of training and enlightenment. A Xian is practically immortal, and possesses godly powers.
During the early Qin Dynasty, many Taoists are obsessed with the idea of Xian, and study the act of Xian intensely, looking for all possible ways to increase their chance of enlightenment. Many fascinating legends are the results of such obsessions. During the game, players will travel back to the ancient kingdom, and attempt to attain enlightenment by controlling spiritual stones and "Qi," the life energy.
By studying under Taoism, players will race to see who can rise among their peers, and be the first one to become a Xian and achieve immortality.
-description from the publisher
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90 minute, RPG-style board game.
Roll and move adventure. Pick up quests, buy goods. Friendly competition with other players - everyone's a good guy out to help towns and defeat monsters.
Win condition is 20 points of glory- by questing, winning battles, and fate. General play is constituted by how you spend your time, estimating whether you can take on battles, and taking appropriate risks depending on the situation of other players.
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The Refuge: Terror from the Deep is a new, standalone version of B&B's 2016 board game The Refuge: A Race for Survival.
In Terror from the Deep's Competitive Dive, 2-6 divers compete by racing to the goal and planning movement to outwit their opponents - all while escaping from the Kraken's wrath! The object of the game is simple: Be the first to an unlocked escape pod, and you'll escape with the cargo and win!
On your turn, you take a single action:
-Move your character orthogonally
-Draw a Salvage card
-Play an Salvage action
-Use a Character Ability
As you move you activate spaces on the board. For example: the Spawn space adds pesky tentacles that slow your opponents down, and the Lair space controls the Kraken's tentacles. Combining your hand of cards with your movement allows you to string together combos - propelling you toward the final goal. Don't wait too long for the perfect combo – the board will fill up quickly with tentacles, and the Kraken is always hungry!
The Refuge: Terror from the Deep also features new 1-4 player solo and cooperative gameplay in which players work together to defeat the Kraken! In a Cooperative Dive, you and your teammates will have to work together to accomplish a series of challenging objectives as the Kraken threatens to overwhelm you. Can you escape?
-description from designer
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Tic Tac K.O. is a quick-to-learn card game that puts a diabolical twist on Tic Tac Toe, letting you smack your opponents to the side as you claim squares in your quest for victory. These adorably ruthless Dragons and Unicorns won't hesitate to destroy their opponents with fire, lightning, or a swift kick in the patoot.
In Tic Tac K.O., two teams battle for control of the Grid by playing Character and Magic cards featuring diabolical Dragons and unforgiving Unicorns. Players lay down cards one at a time on the tic-tac-toe grid to match the pattern on their Objective Cards.
The first team to complete 3 Objectives wins the game!
Pre-orders before 9/8/2021 received an exclusive holographic Team Unicorn card.
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Norsaga is a 2-4 player puzzle battle card game in which players take the role of Viking poets who are vying to describe their personal saga and their heroic ancestry, while embellishing their story with tricks they've inherited. The first player whose family tree includes all of the heroic traits necessary for them to complete the saga they're describing wins the game.
During set-up, each player is dealt a random saga card; these are placed face-up in the middle of the table. Six inheritance markers of the appropriate colors are placed upon the colored icons on the saga card. Each player draws a starting hand of four hero cards. Play proceeds clockwise. Each turn consists of the following phases:
Catch Your Breath: Draw up to a hand of four cards.
Embellish Your Story: Optionally use an embellishment for which you meet the qualifications, based on the color of your youngest hero (if one is in play).
Continue the Tale: Play a card from your hand onto your family tree.
Each family tree consists of seven spots and represents the player's heroic lineage. Each hero card possesses a dominant and (in most cases) recessive trait. Traits which match those required by the player's saga may have inheritance markers placed upon them. Once all the player's inheritance markers have been placed on their family tree, they win.
The player's family tree also allows them to use embellishments matching the color of their youngest hero. If second or third generation heroes of the same color are present, more powerful embellishments may be used.
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I, Dr. Schism, being of sinister mind and not-bad body, leave one bequest to my underlings. The gift of petty conflict!
In Bequest, players will strategically split Dr. Schism’s fortune with their villainous neighbors! Each player draws five Asset cards, and splits them into two piles for the player on your right, who will choose one to keep, leaving you the other, while you do the same with the piles split by the player on your left. Once everyone has chosen, you’ll collect your spoils, and soon another round will begin, this time going in the other direction!
With a variety of different Asset types to collect, you’ll be keeping a close eye on your neighbors to figure out what they’re looking for, and how badly they need it. You’ll collect matching gadgets for exponentially increasing $ values, Hideouts for set $ values, and try to avoid ending up with Evidence, which count as -$3 each once you have three or more. Global Influence earns you $10 or $20 provided you have more than your neighbors, and Schemes provide unique scoring conditions based on the rest of your collection.
One Asset type is Keys to Dr. Schism’s vault, each with a spot in the drafting order for Special Asset cards, which include the Schemes, and powerful versions of the other card types. Will you pick the smaller pile with a Key, and a chance to claim Dr. Schism’s $5 Space Station hideout? Or play it safe with a Bunker and two power cores?
Bequest packs a ton of strategy into what looks like simple decisions. Will you be clever enough to walk away with the lion’s share of Dr. Schism’s estate, and become the next great supervillain?
-description from the publisher
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As kingdom architects, players will need to collect raw materials to construct various buildings, build walls to resist the invasion of northern barbarians, and use the king's reward properly to speed up your progress. Try to be the player with the most honors (VP) at the game's end.
Players play a card to the kingdom area, place workers on the edge of the card to collect resources, and then may use resources to construct a building.
The game end is triggered when a player has built 6 buildings. Each player totals their honors (VP) from their Buildings, Walls, Donkey and Oracle Cards.
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Bananagrams is a Scrabble-like game without the board that's much like Pick Two!, but without the letter values.
In the basic game, using a selection of 144 plastic letter tiles, each player works independently to create their own "crossword". When a player has incorporated all of their letters in their crossword, all players take a new tile from the pool. When all the tiles are gone, the first player to use up all the tiles in their hand wins.
Bananagrams Party adds fourteen "party power" tiles to the letter mix, with each of these tiles - The Re-Gifter, The Thief, Switcheroo, Pouch Head, etc. - giving its holder a unique power in the game.
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As you enter the Cathedral, you're suddenly gripped by the magnitude of the challenge ahead. Compose with color and light to leave your competitors in the shadow!
In this trick taking game, hold your cards in your hand without looking at them. While you know the suits, only your opponents know the values of your cards.
Look at your opponents' hands to deduce the value of your cards and bet the number of tricks you think you will win.
-description from the publisher
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1867: The Railways of Canada is an 18xx investment and railway operations game. The map represents the central part of Canada, consisting of the southern part of the provinces of Ontario and Quebec. It is a member of the 18xx family. The game takes many features from the earlier 1861: Railways of the Russian Empire, but adds some new features.
The key new features are:
a) There are no fixed positions for the minor companies, you choose a start position when you put up a minor for auction.
b) The State Railway doesn't run its trains and save up for another, but rather just takes the next new train each round. This speeds up the game a little in comparison to 1861, and also accelerates the trains somewhat.
This game was originally released as 1867: The Railways of Canada, but is now available as a complete stand-alone game.
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River of Death is the first game to take a regimental look at the last major Confederate victory, the Battle of Chickamauga -- September, 1863. Fought in dense, entangled woods, the battle was a microcosm of good plans going awry, individual units fighting away while not knowing what was happening 100 yards away, and remarkable heroic stands.
Regimental-level simulation of the Battle of Chickamauga, September 19-20, 1863, using the Great Battles of the American Civil War system. (Version 4.?)
The game scale is 140 yards per hex, and each strength point is 50 men or 1 gun. Elevations are 50 ft per level, and each turn is 1 hour of real time.
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On the estate of Lord Sommerset, nasty creatures are up to mischief, with ghosts, werewolves, and headless horsemen lurking and looking for the perfect moment to attack. Monster defense is difficult because you must find protective objects and the right weapon isn't always available. You'll need to find defense somehow, though, as you don't have enough seals to last the entire night...
In Verflucht! (Cursed!), players work cooperatively to battle monsters drawn from a central pile of cards, trying to achieve the best score possible.
The deck consists of red cards with creatures on them and green cards with items valued from 1 to 40. These cards are mixed face down on the table, while a set of seal cards are placed in a stack. On a turn, the active player draws a card from the center of the table and looks at it. If it shows an item, they take the card on the hand without revealing its value. If the drawn card is a creature, they must place the card face up in the display. The player now has the chance to expel one of the red creatures with one (or more) green cards, and the collective value ​​of the items played must be at least as high as the value of the creature. Players need to somehow decide among themselves who should drive away which creature or else valuable items will be spent fruitlessly!
The creatures don't lie dormant on display. When the sixth creature is placed in the display, the most powerful creature present attack; the same thing happens when creatures form a group (i.e., when their values are in a numerical order). The players must expel these monsters immediately, and if they can't, they must use a seal to expel all the monsters; when this happens, the monsters are re-shuffled with the remaining face-down cards. When all face-down cards have been drawn and all attacks successfully defeated, the players win. To determine their score, place all unused seals on the remaining creatures in the display. The collective value of the remaining creatures equals the players' score. How low can you go?
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The ancient Greeks from Phocaea urgently want to expand their domains. They are sailing for the Iberian peninsula to establish a permanent trading spot. In a tiny island close to the northern east coast, the newcomers will found Emporion, the first great Greek settlement on the peninsula. From there, they will try to increase their fame and fortune by commanding expeditions, trading valuable goods with Athens, competing to win the favor of Gods, and promoting the Hellenistic culture throughout the Iberian lands.
In more detail, in Emporion, players buy cards and place them in their play areas. These cards help players to improve their armies, build spectacular and diverse constructions, trade goods, explore new lands, and perform cultural events.
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¡Las polis griegas quieren expandirse! Para ello surcan los mares rumbo a la península Ibérica, en busca de tierras fértiles. Fundarán Emporion, la primera gran polis griega en la península, y las familias aristócratas buscarán ganar prestigio comandando expediciones, comerciando con Atenas, ganando el favor de los dioses y expandiendo la cultura helenística por las tierras íberas.
Objetivo
El objetivo es lograr cartas que otorguen puntos de Prestigio, usando el comercio, la cultura o la guerra. Cuando un jugador coloca la decimoquinta carta en su dominio, o se agota el mazo, o se agotan las cartas de Prestigio, termina la ronda y se determina el vencedor contando los puntos de Prestigio que cada jugador tenga.
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The battle of Gettysburg was a huge struggle that locked armies of the North and South in three July days of bitter warfare which turned the tide of the Civil War against the Confederacy. Among the many small actions that made up this battle none was more important than the fight for Little Round Top, a rocky forested hill on which rested the extreme left flank of the Union line. It was here that the outnumbered 20th Maine regiment held off repeated Confederate assaults, turning back the South's best chance to win this battle which they could not afford to lose.
Little Round Top is Avalon Hill's new game for two players which re-creates this critical battle. During a typical game turn, both players move their company sized forces over a map of the battle area, positioning them for rifle fire and bayonet charges. Fire and melee combat are resolved by a die roll on the appropriate Combat Results Table. Regimental officers and their command abilities are crucial for keeping the attack moving forward or the defense intact.
Little Round Top comes complete with a colorful map of the battlefield, 100 cardboard playing pieces, and a short rules booklet.
Playing time: 2 1/2 hours
Complexity rating (from 1-10, 10 the highest): 4
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WARFARE - Modern Tactical Combat is a game that will introduce you to modern warfare in urban and rural areas.
Learn to use the deadly weapons your teams have at their disposal to achieve their objectives (clearing an area from hostiles, saving civilians, conquering or holding key points).
Lots of different units (anti-tank, SAM, machinegun teams, engineers, riflemen, special operation teams, helicopters, tanks and other vehicles), markers (mines, IED, civilians, mob, roadblocks), support assets (planes, snipers, mortars, artillery) and various nationalities (US/USMC, Russian Federation, UK, Italy and insurgents).
A "Learn-by-playing" booklet will help you to learn rules and apply them step by step in scenarios of growing complexity. Not only does the game provide historical scenarios set in Iraq, Somalia, Afghanistan and Syria, but its mini-maps can be combined freely to build any kind of scenario a player wishes.
WARFARE - Modern Tactical Combat is definitely easy to master. Its low complexity and density of counters on the map make it a fast game (on average 90 mins.), with a very high level of interaction.
-description from the designer
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In Match Me!: What color is this?, all players co-operate, trying to put down cards of the same color in the same order. When the lead player says a word from a subject card, what color do you think matches that? Everyone has their own ideas, so things might get confused - and the color cards are placed face-down, so who knows what to think? When all the players have placed five of their cards face-down, the cards are turned up and checked. If the cards all have the same color in the same order, all players win!
The game can be played at different skill levels, and as you play, the game gets harder. But for variation, you could choose to play an easy game, or a very hard game.
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The 2nd title in The Gamers´ Napoleonic Brigade Series, featuring 280 die-cut counters and a full-colour 22x34" map. One game turn represents 30 minutes of real time, and one hex represents 200 yards. This series highlights Command & Control on the battlefield.
Nominee for the 1995 Charles S. Roberts awards for Best Pre-World War II Boardgame (Charles S. Roberts Awards).
Napoleon Brigade Series (NBS)
- scale = 200 yrd/hex (183 m/hex)
- time = Day-time turn = 30 min, Night turn = 1 hr
- strength = 1 SP (Infantry) : 150 men
1 SP (Cavalry) : 100 men
1 SP (Artillery) : 3 Guns
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A competitive racing game, based on the Alchemical Crystal Quest universe. Each player takes control of a driver. During the race, confront your opponents with objects and weapons such as bazookas, thumbtacks, spells ... Attack your opponents to lose control and cross the finish line in the first position. Use the cards to move and attack, control the strength of your car with brakes and nitro tokens, drive your car to avoid skidding in the curves, and take into account the change in weather. Fight your rivals, to get the first, but do not forget to break their cars on the road!
-description from the publisher
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Michel Lalet and Laurent Levi's Abalone has been around for more than two decades. Following its initial success, the game was tweaked through the release of additional sets of marbles that allow for more than two players, but otherwise the game – and its goal of pushing opponents from the board – has remained unchanged: On a turn, push 1-3 marbles in a straight line one space, pushing the opponent's marbles backwards if you're pushing fewer marbles than you are moving yourself. If an opponent's marble is pushed off the board, you score it; score enough points, and you win.
Now Abalone Offboard puts a spin on the sumo-ish feel of Abalone by introducing external scoring zones to the game board. You need to control these zones in order to score points, and whoever scores six points first wins.
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South China Sea (SCS) provides an integrated political-military simulation of near future contention and conflict around the South China Sea. Players take on the roles of China, the United States, Malaysia, the Philippines, and Vietnam. They simulate current political tensions through card play and structured negotiation keyed to real world events in an effort to "move the needle" to their side. Unfortunately, the cards with the greatest chance of moving that needle, such as Chinese Coast Guard and U.S. Freedom of Navigation Exercise, are also most likely to trigger armed conflict. If and when that happens, play transitions to traditional hex-and-counter format on a map scaled at 45 nautical miles (nmi) per hex and turns of 3-7 hours.
SCS is derived from Breaking the Chains (BtC), but is definitely a different game. How do the two differ? SCS begins with political turns that can lead to victory without armed conflict. For armed conflict, SCS focuses more closely on the South China Sea (45 nmi per hex) rather than the larger southeast Asian region of BtC (70 nmi per hex) and uses smaller units such as air squadrons, ship pairs, and land battalions. Therefore, the SCS map shows more detail, but less territory. SCS employs streamlined versions of BtC's turn structure and strike mechanisms that expedite play by dispensing with numerous cycles and strike paths. SCS nodded to ergonomics by putting all scores on one side of each counter – less flipping. Most important, SCS allows naval units to move more than one hex in a single turn, but includes a mechanism, based on stealth, that enables the other side to "check" multi-hex moves to create a more dynamic, variable, and volatile environment. This last adjustment allows quick moves at a distance, but prevents close-in ships from "jumping" through the beaten zone of modern anti-ship cruise missiles (ASCM), 290 nmi in some cases. And, every turn has the option for a negotiations phase with some structure to enhance political play if desired.
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This, the second game in the Early Railways Series following Lancashire Railways is set in New England. The game's core mechanics include bidding for the right to build track and then shipping goods over that track to gain income.
Mechanically, this game is identical to Lancashire Railways, though the map is naturally unique to this game.
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From the back of the box:
Create strange plants and animals - QUIRKS of nature. Struggle to keep your creations alive in a world of rapidly changing climates. Strive to be the first player to make three dominant QUIRKS. Match wits against opponents who threaten your survival. But BEWARE! If three of your QUIRKS become extinct, you've lost the game.
In Quirks, players build unusual plants, herbivores, and carnivores by combining cards that show one of three segments of that plant or creature. Each card is of a particular quirk: a distinctive trait that may give a bonus. Players attempt to create the dominant species of Plant, Herbivore, and Carnivore in the current niche for that turn's climate type -- Ocean, Forest, Plains, Desert and Jungle.
Included are rules for solitaire play, but otherwise Quirks is good for 2-4 players using the standard game. There are also simplified rules for Quirklings, a streamlined version of the game designed for children of ages 7-11, which can handle 2-6 players.
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Blucher is a tabletop game of the great battles of the Napoleonic Wars. Command an entire army from the first reconnaissance of the enemy to the deployment of forces and husbanding of reserves to the bombardment and engagement, and the final commitment of elite shock forces that will shatter the enemy's weary defenders.
Blucher can be played with miniature figurines and terrain or with "unit cards" on any flat surface. You may in fact use both in the same game, since the cards provide a wonderful "fog of war" that conceals your forces until they are close enough to the enemy to be identified and represented with miniature figurines.
The basic game is a compact introduction to Napoleonic warfare for two players to complete in less than three hours on a modest sized table.
The full advanced game include:
Large Battles and multiplayer games.
A complete army and battlefield creation system for fictional scenarios, including nine army lists.
Scharnhorst: a campaign system that is used to set up unique tabletop battles.
Guidelines for players who want to create their own historical scenarios from famous battles.
Detailed rules for things like national differences between armies, the personalities of subcommanders, and many traits and attributes of different unit types.
Blucher is one of the Honour series of games.
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During the great Arab Agricultural Revolution, hardworking farmers transformed the landscape of the Alpujarra into a world of bounty. With their innovative irrigation and terracing techniques, they brought water to the hillsides to create fertile farmlands. In this game, take on the role of a fruit farmer, diligently working to grow your crops and deliver them to the hillside villages. Life here is not easy, but with tenacity and dedication, you can live a rewarding life close to this wonderful land and all its beauty.
Alpujarras is a turn-based game in which players move their mules around an action track outside the game board. The player who is furthest behind takes the turn and moves their mule to an action space to perform an action.
Actions include: placing a farmer, moving a farmer, expanding an irrigation channel. By performing these different actions, you can grow fruit, which are delivered to the towns, where they are sold for dinars.
-description from the designer
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Jurassic Brunch features gameplay similar to Jurassic Snack, but with players now controlling Triceratops and a single Raptor.
Jurassic Brunch can be combined with Jurassic Snack so that four players can compete in teams of two.
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Volle Weide is a quick roll-and-write game for two or more players. The goal of the game is to score points by fencing in sheep.
The game is played over a minimum of 10 rounds. Each turn, players roll a six-sided die and draw a matching fence on the map. They also add the result of the die roll to a time tracker, but only if it differs from last round's result. Thus the game will last longer if the same number is being rolled multiple times in a row.
After 6 and 10 rounds on the time tracker, players score points for the total number of sheep they have completely fenced in. The game ends after the second scoring and the player with the most total points wins.
-description from the designer
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Once every century, the dragons of Underwing return to their ancient brooding grounds for a Great Hatching. Whelps, drakes, wyverns, and wyrms alike dart through the air as the world's most daring tamers try their hands at capturing and training these wondrous, winged beasts.
Armed with an array of colored Elements, players hatch a horde of dragons by strategically placing gemstones within nesting sites. Of course, different eggs thrive in the presence of different elements, so would-be tamers must optimize the use of their dragon handler underlings to stake claim, add gemstones, and fetch more resources. At the end of the Great Hatching, the tamer with the most Dragon Points is proclaimed Underwing's next great Dragonlord.
Do you have what it takes to become a champion, or are you doomed to become dragon flambé? Join the egg-hatching fray to find out!
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Imperialism: Road to Domination approximately covers the period from the 15th to the 19th century. The players control superpowers and attempt to transform them into mighty empires. To accomplish this, they will not only have to look after the economic growth and try to gain social and civilization achievements, but also modernize and expand their fleet and land army. Because being at war is expensive, it is often wiser to resort to plots and lies. Sometimes, making empty promises at the negotiating tables is better than getting involved in a risky and exhausting war, which may empty the treasury and expose you to losing precious prestige. The players have to pay extra attention to the dissenters who, especially in the beginning of the game, have greater military power and will not hesitate to draw others into a religious war. Will you manage to create an enormous colonial empire, military European dominion, or a territorially small but economically strong country? The players’ choices, luck, and reactions of others will affect the struggle. Creating an empire requires good strategic sense and a flexible approach to changing military and economic situations. The players have to forge thoughtful alliances and avoid wars which they may not win.
The aim of the game is to create the most powerful empire. To achieve this, the players will change the reigning rulers, brew plots, conspire, conquer minor countries and overseas lands which will increase the level of goods production in their empire. The players will have to expand their armies and fleet to confront other superpowers. The player with the most glory points wins.
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Ninjitsu! is a card game for 2-5 sneaky ninjas, suitable for players of all ages. A stand-alone sequel to the hit game Scuttle!, this game of devious bluffing and subterfuge will keep the whole family entertained for hours.
In this fast-playing card game, players scheme to be the first to reach 21 points. Each turn either play a card or draw 2 cards; cards can either be played as treasure or as an action. Ninjitsu! introduces hidden treasures: treasure cards that are played face-down. Swipe hidden treasures from your opponents at any time, but watch out for booby-traps!
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LEGO's Heroica series represents a classic dungeon game. The players move through tunnels, collecting treasure and fighting enemies. Conflict is resolved by dice rolls; the die results can be a number or a symbol, which might allow the player to use a special weapons. Instead of a character sheet, the players have equipment "backpacks" which can be filled with weapons, potions, keys, etc., depending on what they find during their adventure.
Heroica: Nathuz has a classical cave theme. Players enter the dungeons through an intimidating gate, follow the paths lit by torches, and fight giant bats.
Heroica: Nathuz can be combined with any or all other games in the Series: LEGO Heroica series.
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The Table Golf Association (TGA) is the first dexterity game that allows you to design and play your own golf course.
Using 25 two-sided wooden terrain tiles, you decide the layout of the course, and make it as easy or difficult as you choose. The game comes with a Tee Box and several different "holes". You complete the course by adding tiles that include roughs, sand hazards, trees, water hazards, and a cliff, as well as the fairway tiles. The game includes four balls that are basically mini-shuffleboard pieces that you must flick from tee box to hole, while trying to avoid the hazards just like in real golf.
If you do hit into the hazards, each one carries its own unique mechanism to replicate the challenges of real golf. For example, hitting into the sand means you must hit your next shot using the thumb of your non-dominant hand. Each hazard also limits the distance you can hit your next shot.
The game also includes a weather die and spinner that must be rolled before each shot to determine the wind speed and direction. Golf pro player cards, which players can choose or deal out randomly, each have a different ability players can use once per hole.
Whoever has the lowest score after the final hole wins.
TGA can be played solo, one-on-one, in teams, or as a league.
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The year of our Lord 1347: The Black Death has arrived via Eastern trade routes, bringing suffering and misery to the towns and countryside. The sole hope for relief from a slow and painful death lies in the hands of the plague doctors. Dressed in black cloaks, and masks stuffed with vinegar-rags and spice, the surgeons roam the Burgus streets searching for the infected. To these they offer salvation, saving their flesh from death, while gaining prestige with the princely court and - why not? - one or two shiny coins!
Will you prove yourselves as valorous surgeons, up to the tasks you're called to resolve? Will you expand your influence with good works, draining infected swamps and building plague hospitals? Or will you give in to the facts of life, and death, raking in whatever coins you happen to find?
1347 is a strategic game in which players are plague doctors with the aim of gaining as much fame and prestige as possible to become the most important of the town. Each player has resource cards, money, grave diggers, and five influence tokens at their disposal to invest in order to defeat the plague and enrich themselves. There are three stages that will repeat for three periods (that will vary from 6 to 9 game rounds):
Investments -> Each player, turn by turn, will invest one influence token (from 0-4 influence points) in one of the six areas of the board, each one with different actions allowed. All the investments are hidden. Investments go on until all players remain with no tokens.
Actions -> Starting from Area 1, all invested tokens are revealed. The player who invested the most is the only one who can exploit the actions allowed from that area. The other players who invested can convert their "unused points" in money or grave diggers. So losing is also a strategy. In case of tie, the first player, or the nearest one in clockwise has priority, in any case the first player will change at the end of each round.
Upkeep -> In this stage players collect money from the Agrus (the country), can heal their recruited plagued commoners, or can maintain their healed commoners. Healed commoners give players new influence tokens to invest and an ability to exploit as long as they remain healed.
There are many kind of actions players can do: recruit commoners, transform grave diggers in peasants to collect money, build expansions to enforce their influence to specific areas, etc.
At the end of the game, the players obtain 1 wealth point (victory points) for:
Each influence point (the value shown on each influence token held);
Every five coins;
Each subject card;
Each development held;
Every three gravediggers held (including the player's reserve and those assigned to the Agrus).
-description from the publisher
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Description from the publisher:
The decision to invade The Marianas (of which Saipan is a part) was not an easy one. General MacArthur still favored the more westerly route through the Philippines and had support amongst the Joint Chiefs of Staff. It took several conferences and nearly a year before the decision was made. There were several reasons that the Americans finally decided to invade the Marianas: Firstly, it was the most direct route to Japan, Secondly, they could base B29 bombers there which could bomb Tokyo, Thirdly, Saipan would be the first piece of prewar Japanese soil taken during the war. Lastly, the American planners hoped that they could draw the Japanese fleet into a decisive engagement. With all these reasons, a battle for the Marianas was inevitable.
On 15th June 1944 71,000 American Marines and Infantry attempted to make the plan work. 32,000 dug-in Japanese attempted to stop them.
Saipan – The Bloody Rock will be the first game to utilize the new Company Scale System (CSS) by Adam Starkweather and will come on 2 maps. This will be your chance to experience a full-on naval invasion as Amtracs and DUKWs head towards the emplaced forces of Imperial Japan.
The game will come with 4 scenarios and 2 campaign games:
Dog-Day – The first day of the Invasion. It is 8 turns long and fought on a single map. An excellent introduction to both the system and the game.
First Week in Hell – The first week of the invasion and the capture of Aslito airfield. This scenario is 56 turns long and is played on a single map. For the space but not time challenged players among you.
Death Valley – This scenario covers a single day of the fighting and concentrates on the American attempt to capture Mount Tapotchau and the area that became know as Death Valley. 8 turns long and a single map. An excellent large battle you can play over one sitting.
Shattered Jewels - This scenario covers a single day of fighting and revolves around the largest Banzai attack of the war. Thousands of Japanese attack the 105th Regiment near the town of Tanapag. Variable length but usually 4-5 turns.
The Battle for Saipan – The full historical campaign from 15th June- 9th July (224 Turns). This game covers the full fight for Saipan in 1944, from the first invasion at Charan Kanoa in the south, through the long bloody fight in the central mountains around Mount Tapotchao and finally to the last Japanese stand in the north.
Bloody Rock – This is a hypothetical campaign game that lets the players decide how to defend Saipan and how to invade it. The American player receives the same historical forces but now has the opportunity to devise his own landing schedule over one of 25 beaches. The Japanese player gets to prepare his own defenses; set up pillboxes, lay mines and deploy 6” naval guns etc. Can you do better than history?
Complexity: 6
Solitaire Suitability:8
Time Scale: 1 turn = 2 hours
Map Scale: 1 hex = 500 meters
Unit Scale: Companies and below
Players: Best with 2 players but can be played with up to 4 players as well as solitaire
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For more than a century, two families of ghosts have been fighting each other to control the greatest mansions of the land. Claim manors and castles by sending your most frightening ghosts, and put an end to this endless war by outguessing the other family.
Rest In Peace is a two-player game in which you play a family of ghosts composed of 21 cards (from 1 to 6). Each round, you will be fighting for a mansion, trying to outbid your opponent. Managing your hand will be critical and knowing when to withdraw from a fight might lead you to the final victory.
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Kushi Express is a game of making BBQ skew (called "Kushi" in Japanese) as quickly as you can.
Every player has four plastic blocks of ingredient (Tomato, Pepper, Shrimp and Beef steak) and two fabrics (Cheese and Bacon).
There is a deck of "order" cards in the middle of the table.
As soon as a player reveals the top card of the deck, every player should race to prepare the corresponding Kushi. The first player who serves the right Kushi on the dish takes the cards.
When a player successfully collects ten points, the game ends with the King of Kushi.
-description from the publisher
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Burger Boss is a fast-paced, dice-rolling, worker placement tactical game for 3-5 players.
Players take charge of a small burger shack and are responsible for hiring workers, obtaining ingredients, and cooking and finally selling their juicy burgers at the highest price possible. Do you have what it takes to turn your small burger shack to a global empire? Do you have what it takes to become the burger boss?
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Darkness Comes Rattling follows the Tribes of Man in their quest to save the world of Tallil from Darkness, a colossal snake that has swallowed the sun. The players must cooperate as they face the challenges of their world, including the formidable shadows that are the minions of Darkness. Eventually, they must choose the bravest among them to enter the mouth of Darkness and rescue the sun.
Each round of the game (known as a "day") is divided into three phases: the Dawn phase, the Challenge phase, and the Dusk phase. In the Dawn phase, each player uses their actions to move about, purify corruption, scout challenges, and share items. In the Challenge phase, each player undertakes a challenge. If they succeed, they gain rewards; if they fail, they incur penalties. In the Dusk phase, game upkeep is performed.
In order to win the game, the players must choose one warrior to enter Darkness as their champion. While the champion battles inside Darkness and attempts to reach the swallowed sun, the other warriors must still defend Tallil from the encroaching shadows, lest they corrupt the world and plunge everything into eternal night. If Darkness finishes swallowing the sun, or the shadows gain too much influence in the world, then the players lose the game.
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Together, players build a pyramid of light brown and dark brown wooden blocks. Anticipate your opponent’s moves by playing cubes in their colour... In order to be the winning architect there must be more of your colour on at least 2 faces of the completed pyramid!
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The complete game is published by Victory Point Games who, along with the designer, Jim Dunnigan, have allowed a version to be included in RBM's C3i Magazine Nr20. The designer has added new pieces and scenarios to this edition of the game.
This 2-player game recreates General Patton's attempt to seize the key city of Metz and to get across the Moselle River before the retreating Germans can form an effective defense. The U.S. forces comprised of three divisions of the 20th Corps had just completed an epic pursuit across France after the Allied breakout from the Normandy beachhead. The exhausted Allied forces were at the end of their supply line and has barely enough resources left for one last push. If they had been able to get across the Moselle River, they would have compromised the entire German Westwall defenses. This would have enabled Patton to make an attempt at crossing the Rhine before the end of 1944 and might have ended the war months earlier. The defending German forces, four divisions of the 82nd Corps of the German 1st Army, were a combination of hastily collected and organized units, including fresh units from the German interior and remnants of units that Patton had been pursuing across France. The battle, which began on 7 September 1944 and lasted for about a week, was a singular opportunity that could have gone either way. Historically, the Germans won, but just barely.
Scale: Each unit is 1 regiment or brigade, each hex is 4 kilometers, and each turn is 1 day.
Game Components:
• One 4-page, color instructions booklet
• 40 color, die-cut 5/8” mounted game pieces
• One 11” x 17” color game map with tables
• One 4-page, color BATTLESSON (TM) booklet
• Game setup illustration, optional rules, and player’s notes
Reimplementation of:
The Drive on Metz
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On the Giza plateau, the best architects of ancient Egypt are called to imprint the mark of the Pharaoh. It's not just a matter of building tombs, but of erecting actual engineering masterpieces, monuments that will be worshipped and that will forever raise the honor of the Pharaoh to heaven.
The competition among architects is a snake hiding in the sand ready to attack; project building and worker management mingle with the worship of the gods. Wisely choosing which god to ask for blessing will be crucial for your fame to outshine all others, ensuring the immortality of your name. Hold tight to your precious Scarab and with the power it infuses you, be ready to make Egypt the most incredible place in the world...
Pyramidice is a game of dice and card combos that makes timing and control of the opponents' strategies a core element. Fast and deep, the game boasts high replayability and different strategic paths to pursue victory. In the solo mode, you challenge one of the great architects of ancient Egypt: Snefru, Hemiunu, Amenhotep, or Imothep.
-description from the publisher
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Ring of Fire: The Fourth Battle for Kharkov, August 1943 is an operational simulation of the fourth battle for Kharkov, which took place over the two week period of August 3 to August 16, 1943.
Three Russian Army Fronts, attempting to retake the city of Kharkov, are on the offensive, driving against dug-in German forces to try to take as much of the map as possible and to exit forces in a breakthrough, while the Germans must race fire brigades of panzers and infantry to plug the holes in their lines and cut off the Russian advances.
Perhaps the most noteworthy feature are the tank combat rules, which allow adjacent armored forces to trade fire before the more traditional odds-based CRT combat phase. This favors the Germans, provided that the Russians do not bring too much armor against them at once.
The other key feature are the reserve rules, which allow a player to both react to the opponent's attacks and to exploit holes punched by his units. Airpower can be used to interdict reserves - and doing so can be important to winning the game.
Game Scale:
Game Turn: 1 day
Hex: 1.2 miles / 2 kilometers
Units: Regiment to Division
Game Inventory:
One 22 x 34" full color mapsheet
Two dual-side printed countersheets (360 1/2" counters)
One 24-page Ring of Fire rulebook
Two dual-side printed CRT/TEC Player Aid charts
Two single-side printed Player Aid cards
One 6-sided dice
Solitaire Playability: Very High
Complexity Level: Medium
Players: 2 or more
Playing Time: 4-10 hours
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To celebrate the twentieth anniversary of Bohnanza, designer Uwe Rosenberg and publisher AMIGO Spiel have released a special edition of the game appropriately titled Bohnanza: 20 Jahre.
The rules for play are the same as those of Bohnanza: Players start with a hand of bean cards, and they cannot change the order of cards in their hand! Each bean card has a number that indicates how many cards of that type are in the deck, as well as a "beanometer" on the bottom of the card that tells you how many Talers you earn when you harvest those beans from your field. The more beans of a type that you have, the more Talers you earn.
On a turn, a player must plant the first card in hand into one of their fields, and they may plant the second card. All cards in a field must be of the same type. The player then reveals two cards from the deck and optionally trades those cards and cards in their hand with cards in the hands of other players; all traded cards must be planted, not returned to hand. Players can trade cards from anywhere in their hand, and doing so lets you set up good plays in future turns. To end a turn, a player draws cards and places them at the back of their hand. You can harvest a field at any time to collect Talers, keeping some cards to represent these coins and returning others to the discard pile to be recycled when the deck is shuffled.
Bohnanza: 20 Jahre adds one new type of bean to the game: the spring bean. Whenever a player harvests two spring beans, they draw cards from the deck equal to one more than the number of players. They plant one of these cards for themselves, then pass the cards around the table so that each other player can do the same. The final card is returned to the active player, who keeps it for a Taler.
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Everyone knows that on the U.S. frontier in the days of the Wild West, a person could work hard as a settler who establishes a hotel or saloon or as a prospector who mines for gold and other treasures – or a person could try to take the easy way out by robbing all those who did the hard work.
In Desperados, players are card sharpers, highwaymen or bank robbers who want to "earn" what they need to live out the rest of their lives in comfort. Well, most players fall into that category, but one takes the role of marshal and tries to keep the other players honest.
During set-up, a money tile is placed in each bank, a poker tile in each city without a bank, and a stagecoach in a randomly-determined city. Each outlaw starts in a city, and the marshal has both a marshal token and a number of sheriffs equal to the number of outlaws, with these tokens starting wherever the marshal places them.
The game lasts five turns, with five movement cards played by each player in each turn. Each player has an individual hand of movement cards, including a "Saloon" card that allows a player to stay in the same location. The marshal moves the stagecoach, moves each sheriff (or leaves them in place), then the marshal and the outlaws alternate laying five face-down movement cards. If an outlaw wants to take an action in a city – robbing a bank, a card game, or a stagecoach – he must show his location card to the marshal, then place his wooden disk on that location.
Once all five movement cards have been placed, the players all reveal the first card and move their tokens. If the marshal is in the same city as an outlaw, that player is jailed and loses all movement and action for the remainder of the turn; that player also loses that movement card for the remainder of the game. If an outlaw is in a location with his action disk, he can take that action – as long as more outlaws are present than sheriffs. (Players pool their money, so there's no dispute over which outlaw robbed a place.)
Once players finish their five movements, they pick up all their movement cards, the marshal replaces stolen tiles (and adds a second stagecoach in the second turn), and a new turn begins. If at the end of the game, the desperados have collected $4,000 or more per outlaw, then they win the game; otherwise the marshal wins as the outlaws – despite stealing huge amounts of funds – have not secured enough funds to guarantee their livelihood in their golden years.
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Caesar's Legions is a medium complexity wargame simulating the Roman campaigns in Germany at the operational level.
Players choose from 5 scenarios ranging from Caesar's own Germanic campaigns to the Batavian revolt of 70 AD.
Movement is hex based. Tactical cards effect combat resolution which is dice based and cross-referenced on a probability table. Roman units are divided into cohorts. German units are divided into tribes and enjoy hidden movement when in forest terrain.
The game consists of a 22" x 28" map board, over 400 counters (448 counters), playing aids, 16 tactical cards (2 sets of 1 - 8) and a 16-page rulebook.
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Screaming Eagles in Holland: The 101st Airborne Division's Defense of Hell's Highway, 22-23 September, 1944, covers the intense fighting from 22-23 September during Operation Market-Garden in and near Veghel, Holland by the American 101st Airborne Division. The 101st has battled their way to the small Dutch village of Veghel. All they need do now is await the arrival of XXX Corps on their way to Nijmegen and beyond to Arnhem. As fate would have it, the Germans planned otherwise. German armor and infantry conducted several determined attacks on the positions held by the 101st.
Operation Market-Garden is usually best remembered for the stubborn defence of the Arnhem Bridge by the British 1st Airborne. The equally important role of the two American Airborne Divisions is often neglected. Screaming Eagles in Holland covers the crucial defence of the Veghel bridges by the 101st Airborne. At Veghel, the Germans launched their most concentrated and determined effort to sever the vital supply and reinforcement route of Hell’s Highway to the embattled British 1st Airborne at Arnhem.
Screaming Eagles is the 13th game in the Tactical Combat Series.
Game Scale:
Game Turn: 20 minutes
Hex: 125 yards / 114 meters
Units: Platoons & individual vehicles
Game Inventory:
Two 22 x 34" full color mapsheets
Three dual-side printed countersheets (840 1/2" counters)
One 28-page Tactical Combat Series ver 3.1 rulebook
One 16-page Screaming Eagles in Holland rulebook
Two dual-side printed Tactical Combat Series ver 3.1 charts & tables folders
Two dual-side printed Op Planning Sheets
One Morale & Turn Record Chart
Two 6-sided dice
Solitaire Playability: Medium
Complexity Level: Medium
Players: 2 or more
Playing Time: 6-20 hours
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Iwo, Bloodbath in the Bonins 19 Feb – 17 Mar 1945, is a solitaire board-wargame using a modification of the Series: Fire & Movement combat system (Decision Games). Developed to portray the mechanized battlefields of a later generation, F&M stresses the use of fire support to generate breakthroughs, followed by a rapid penetration by mobile reserves.
Iwo Jima was a critical point on the flight path of US bombers from their Saipan bases to their Japanese targets. The island would be a refuge for malfunctioning or damaged bombers coming or going. An obvious target for a US amphibious assault, the Japanese had reinforced the garrison and dug miles of tunnels the length and breadth of the island. Their goal was to inflict maximum casualties on the Americans to force them to reconsider the seemingly inevitable invasion of Japan. The resulting battle was brutal, even by the standards of the Pacific War.
On Iwo, the Japanese fought from within an extensive tunnel network, neutralizing the usual fire support effects and limiting maneuver to the US approach to each fortified position. The Japanese units are hidden, their strength revealed only at the instant of combat, so the US player must mass against a position to play it safe, using fire support to suppress the defenders and so reduce attacker casualties (a key victory condition]. On the other hand, the US player must clear the island to win, and time is not on his side. Sooner or later he must take risks to push the battle forward. Taking some terrain, like Mount Suribachi, is critical to weakening the island's defense.
The Japanese defense is handled by a short, simple set of priorities when conducting Japanese bombardments, punctuated with an occasional Banzai charge. A weak attack against a bunker may only displace the defenders to another position, where they will have to be attacked again. The rules include an option for a two-player game, with a second player handling the
Japanese forces.
Note: This is a SOLITAIRE game with two-player rules included.
Game Scale:
Game Turn: 2 days
Hex: 350 yards / 300 meters
Units: Company to Battalion
Game Inventory:
One 17 x 22" full color map
One dual-side printed countersheet (100 1/2" counters)
One 4-page Iwo rulebook
One 8-page Fire & Movement Folio Standard rulebook
Solitaire Playability: Very High
Complexity Level: Low
Players: 1 (Solitaire game, but 2 or more can play)
Playing Time: 1-2 hours
Players will need to include one 6-sided die for play.
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"Vietnam Solitaire Special Edition" is an expanded edition of the original Vietnam Solitaire that contains both the original game (with all new artwork) and a reimplementation by Steve Kling with expanded rules, new scenarios, and new counters. While primarily a solitaire game, the special edition also contains optional two player rules.
In the Special Edition, the player controls US and South Vietnamese forces and must battle the Vietcong and North Vietnamese Army to control as many regions of Vietnam as possible. The game is played by deploying US and South Vietnamese forces, napalm, and air units on a map of Vietnam. The AI (or an optional second player) controls the North Vietnamese forces through movement and attack rules.
Victory is determined by controlling at least three regions of Vietnam for a majority of the game. Unlike in the original game, the eventual victory of the North Vietnamese is not a foregone conclusion.
The Special Edition contains new types of units, a greater variety of of combat points, and two new scenarios - "Tet 1968" and "Fall of South Vietnam".
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Based on the popular videogame and designed by Uwe Rosenberg, players in Farmerama use action cards to sow and harvest crops (carrots, hay, oats, corn) to feed their livestock (sheep, pigs, cow, horse) and earn victory points. On each player's board, a rotating wheel indicates where and when actions can take place, and another central wheel that affects all players indicates what yields they can expect. These wheels change over time, creating constantly shifting situations that players must navigate.
Buyers of the board game will also receive free resources to spend in the videogame.
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One player is a monster, another is a hunter - but who knows who is whom? What you do know, though, is that you can be either a hunter trying to capture the monster or a monster escaping from the hunters.
In Monster My Neighbour, players start the game with four cards in hand and use one card per turn. Due to many card effects, your hand will change continuously. In order to win, you have to find who is the monster or hunter, then take those key cards by using your cards wisely. Use them to win!
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Myths at War, first published as Guerra de Mitos, is a card game set in a fantastic world where different mythologies coexist. It is a different, dynamic game designed to be able to build different decks with very distinct and varied strategies, and each expansion increases both the number of available mythologies and the game possibilities.
This first installment of Myths at War contains 300 cards split between the Nordic, Egyptian and Japanese mythologies (GDMI+GDM3 spanish editions). Each mythology includes two pantheons (cards that define your game strategy) + cards for the gods deck (which includes characters, events and resources) + cards for the designs deck (actions, equipment and summonings).
Each player in Myths at War needs to build his own deck of at least 51 cards (1 pantheon / 20 gods / 30 designs) of his choice, and each expansion increases the diversity of characters, actions and strategies you can use in order to achieve victory but all expansions can be played on his own.
During the game, each player has to bring into play the cards his oracles offer him and play actions from the designs deck both in the influence phase (where the gods plan from their pantheon) and in the confrontation phase (where the characters who decide to go to battle fight to decrease the opponent’s power) to obtain supremacy or consign the opponent to oblivion.
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The Halt mal kurz: Das Känguru-Spiel, based on Marc-Uwe Kling's kangaroo trilogy, the rules of the game are explained by the marsupial himself in a new story. In the game, players must annoy the other players as skillfully as they can through assemblies, not-to-do lists, epic Schnick-Schnack-Schnuck groups, and (of course) the hated Razupaltuff card.
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Don't get caught in the sun!
Till Dawn, a 20–30-minute game for 4-8 vampires (or 12, with the expansion), takes place over the course of three nights during which time all self respecting vampires leave their coffins to hunt. A deck of hunt cards is passed from vampire to vampire, each taking one card, reading it aloud, then passing the rest on. If a feeding card is drawn, all vampires gain blood tokens - but the deck is also loaded with events, vampire slayers, a vicious werewolf, invitations from the elders, and the creeping threat of sunrise. Feeling lucky? At any time during a hunt, a vampire may return to his coffin to protect his precious blood tokens. Return to your coffin too early, though, and you may miss all the fun. Then again, centuries of hunting should have taught you the folly of pushing your luck too far...
Till Dawn comes in a coffin-shaped box with approximately 120 cards, more than one hundred tokens, eight character cards, and a "night advancement" track. (An additional pack of four characters will be available to expand your game to 12 players.)
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A Billion Suns is a tabletop wargame of interstellar fleet combat, allowing two or more players to play out massive spaceship battles in any science-fiction universe they choose.
Each player controls a fleet of mighty cruisers, sleek destroyers and agile fighters. Each fleet of ships is led by a brilliant or ruthless admiral who commands the action from their flagship to battlegroups that might be separated by light minutes.
-description from the designer
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(Version française ci-dessous.)
In 1944, during the night of 5th to 6th June, paratroopers of the British 6th Airborne achieved three heroic missions that made possible the D-Day Normandy Landings on the East sector (Gold, Juno and Sword beaches).
In Operation Commando - Pegasus Bridge, one player leads the English commandos, while his opponent is in charge of the defending German troops.
Each turn, on a different battlefield (each ground having specific characteristics), players draw cards (each player has his own deck), can play events, and then an assault begins. The German plays a unit; the English answers with a unit, that must have a Combat value equal or higher than the German unit's, or reach it thanks to boosts. If it does, the German can boost his unit, then the English, and so on until a player stops. A unit's combat value can be raised by combat action cards and tokens (one side +1 Combat, one blank side) taken from the player's tokens reserve and flipped.
If the English's unit is destroyed, he loses one of his 3 Manpower Points (MP) but moves to the next ground (the assault ends, as does the turn on this ground). If the German's unit is destroyed, he can play another one (depending on the ground's size) and the assault goes on. If the English destroys all enemy units present on the ground, he wins the assault and progresses without losing a MP.
Players also have a pool of special cards, the powerful "heroic" cards, from which they secretely choose one card to add to their hand each two turns. Since heroic cards have potent effects and can't be countered, choosing them well depending on the situation of the game is strategically very important. These cards feature actual historical officers and events.
The game contains three scenarios, each of which corresponding to one of the three missions that the English commandos had to fulfill this night: the taking of the bridge of Bénouville ("Pegasus Bridge") to allow the landed troops to progress deeper inside the land; the assault on the Merville Gun Battery, a fortified area threatening the Landind beaches with long distance cannons; and the bombing of the bridges on the Dives river to prevent the tanks of the 21th Panzer Division from reinforcing the German troops. Each scenario has its own pool of cards (including heroic cards) and different gameplays.
To win, the English must fulfill his objective (which depends of the scenario), by winning the assault on one or more objective grounds. To win, the German has to prevent the English to reach his goal, generally by bringing his Manpower Points to zero or, in the Dives scenario, by preventing him to destroy two bridges out of four.
The three scenarios can be played in campaign mode (one after the other) to recreate the historic night. Depending on his results, the English gets more or less campaign points, and when the three scenarios have been played, his total score indicates if the D-Day Landing will be possible or not.
The 120 artworks illustrating the cards are realistic and faithful to historical documents (uniforms, weapons, locations...)
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En 1944, pendant la nuit du 5 au 6 juin, les parachutistes de la 6e Division Aéroportée Britannique ("6th Airborne") accomplirent trois missions héroïques qui permirent au Débarquement d'avoir lieu sur le secteur est (plages Gold, Juno et Sword).
Dans **Opération Commando - Pegasus Bridge**, l'un des joueurs dirige les commandos anglais, et son adversaire les troupes allemandes.
À chaque tour, sur un champ de bataille différent (chaque terrain possédant des caractéristiques spécifiques), les joueurs piochent des cartes (chacun a sa propre pioche), peuvent jouer des événements, puis un assaut commence. L'Allemand joue une unité ; l'Anglais répond par une unité, qui doit avoir une valeur de combat égale ou supérieure à celle de l'unité allemande, ou l'atteindre grâce à des bonus. Si c'est le cas, l'Allemand peut renforcer son unité, puis l'Anglais peut faire de même, et ainsi de suite jusqu'à ce qu'un joueur renonce. La valeur de combat d'une unité peut être augmentée grâce à des actions de combat et des jetons (avec une face +1 et une face sans bonus) pris dans la réserve du joueur et jetés en l'air comme un pile ou face.
Si l'unité de l'Anglais est détruite, il perd l'un de ses 3 Points d'Effectifs (PE) mais avance jusqu'au prochain terrain (l'assaut se termine, de même que le tour sur ce terrain). Si c'est l'unité de l'Allemand qui est détruite, ce dernier peut en jouer une autre (selon la taille du terrain) et l'assaut se poursuit. Si l'Anglais élimine toutes les unités ennemies présentes, il remporte l'assaut et progresse sans perdre de PE.
Les joueurs disposent également d'une réserve de cartes spéciales, les puissantes cartes "héroïques", réserve dans laquelle ils choisissent secrètement une carte qu'ils ajoutent à leur main tous les deux tours. Les cartes héroïques ayant des effets puissants et ne pouvant être annulées, bien les choisir en fonction du déroulement de la partie est stratégiquement très important. Ces cartes représentent des officiers ayant réellement pris part aux opérations et des événements s'étant effectivement produits.
Le jeu propose trois scénarios, chacun d'eux correspondant à l'une des trois missions que les commandos anglais devaient accomplir cette nuit-là : la prise du pont de Bénouville ("Pegasus Bridge") pour permettre aux troupes débarquées de progresser à l'intérieur des terres ; l'assaut sur la batterie de Merville, une zone fortifiée menaçant les plages du Débarquement avec des canons à longue portée ; et la destruction des ponts sur la rivière Dives pour empêcher les blindés de la 21e Panzer Division de venir renforcer les troupes allemandes. Chaque scénario possède ses propres cartes (dont les cartes héroïques) et des mécaniques de jeu différentes.
Pour gagner, l'Anglais doit remplir sa mission (qui dépend du scénario), en remportant l'assaut sur un ou plusieurs terrains objectifs. Pour gagner, l'Allemand doit empêcher l'Anglais d'atteindre son but, généralement en lui faisant perdre tous ses Points d'Effectifs, ou, dans le scénario de la Dives, en l'empêchant de détruire deux des quatre ponts.
Les trois scénarios peuvent être joués à la suite, en mode "campagne", pour recréer cette nuit historique. En fonction de ses résultats, l'Anglais obtient plus ou moins de points de campagne, et quand les trois scénarios ont été joués, son score total indique si le Débarquement sur les plages de Gold, Juno et Sword pourra avoir lieu ou non.
Les 120 illustrations de cartes sont réalistes et fidèles aux documents historiques (uniformes, armes, lieux...)
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Portals is an abstract game akin to chess. If you enjoy spacial reasoning puzzles and visualizing spacial sequences, you will enjoy Portals!
During the game, players draft fabulous Elemental stones to complete various shapes on Key cards. By activating completed Key cards, players fill Elemental boards with stones and gain Victory Points for matching colors and adjacency.
Game Features
Easy to learn, hard to master. Start playing quickly, get better with every game.
This
Close interaction. You share everything with other players, so you’ll inevitably mess someone’s plans up.
Tactical variability. There’s no ‘one size fits all’ winning strategy.
Additional modules. Additional challenges to spice things up.
Beautiful components. Vibrant colors, a player-friendly design and stones that are great to play with.
Solo mode. Great and crunchy puzzle to enjoy alone.
-description from the publisher
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In Monster Factory, the players take turns drawing and placing tiles, either adding to their own monsters or to those of their opponents. The goal is to make monsters that are big, but not so big that they go unfinished.
Nina Paley did the original art, with Marco Morte coloring it.
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Sonic Super Teams is a racing game full of fun and strategy for the whole family. You'll compete with your teams on a track full of obstacles and bonus fields.
By strategically using your movement cards, you'll have to try to get your characters to the finish line first and slow down your opponent's characters by stopping them on obstacle fields.
Can you lead your team of Sonic & Tails, Amy Rose & Knuckles, Shadow & Silver or Metal Sonic & Rouge to victory?
-description from the publisher (translated)
Sonic Super Teams ist ein Rennspiel voller Spaß und Strategie für die ganze Familie. Ihr tretet mit euren Teams auf einer Strecke voller Hindernisse und Bonusfelder gegeneinander an.
Durch strategisches Einsetzen eurer Bewegungskarten müsst ihr versuchen, eure Figuren als erstes in Ziel zu bringen und die gegnerischen Figuren zu verlangsamen, indem ihr sie auf Hindernisfeldern zum Stehen bringt.
Könnt ihr euer Team aus Sonic & Tails, Amy Rose & Knuckles, Shadow & Silver oder Metal Sonic & Rouge zum Sieg führen?
-description from the publisher
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The animal stacking game, now for toddlers. This is a very basic game for very small children. You roll the die and stack the given animal on the matching tile and any other animals already stacked on that tile.
The game's rules include three different versions for your young children to try.
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Surreality has became our new reality
New Corp Order is a game of infiltration, manipulation and world domination for 1 to 4 MegaCorp executives. With the influence of the guilty governments fading away, MegaCorps are starting to control the world. But they have to be cautious: in this new brave world of hyper connected citizens, wary of the mistakes of the past, Media Conglomerates hold the key to planetary domination.
Players pick a secret objective at the start of the game and then use their card to plot, infiltrate, and take over companies and conglomerates. The game ends when the Conglomerate deck is depleted. Then, players compare their position on each of the Media Conglomerates, and the players with a better position get points according the Companies controlled by those Conglomerates. You can also get extra points by securing your Secret Objectives, and controlling Consultants.
There will be cards in this game that can also be used in Peak Oil. In addition, Peak Oil's barrels may be used in New Corp Order.
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Take on the role of an expedition and discover the diverse landscape of Nepal, it’s temples, cities, and finally Kathmandu. Traversing the lands is often tricky an requires good planning, the right tools, and a little bit of luck. Sketch illustrious animals that you discover, trade in the cities for local goods and visit the many temples to pay your respects.
Kathmandu is played in rounds in which each player uses 3 of their 5 dice to gain resources and move around the landscape boards. The end goal is visiting Kathmandu. Along the way players gain points through different means: Visiting temples, trading for goods in the cities, discovering each landscape, and drawing the many unique animals that call Nepal their home.
The players need to be efficient in their turns, to achieve as much as possible but to also not waste much time, since a storm is coming! Always be in front of the storm and don’t lose sight of Kathmandu, since reaching it before the game ends yields many extra points!
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Card Capture is a relatively simple introduction to the Deck Building genre using a standard deck of 54 playing cards. Players start with the smallest cards in the deck and slowly use them to purchase higher-valued cards, while at the same time strategically thinning their draw decks and avoiding the capture of their own valuable cards.
Card Capture is the winner of the Best card game using a traditional deck of playing cards in the 2018 Solitaire Print and Play Game Design Contest.
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Connect6 is an abstract strategy game similar to Go-Moku. The game emerged on the internet around 1999 and was presented by the team of Professor I-Chen Wu at the 11th Advances in Computer Games Conference in 2005.
Two players, Black and White, alternately place two stones of their own color, black and white respectively, on empty intersections of a Go-like board, except for that Black (the first player) places one stone only for the first move. The one who gets six consecutive stones first (horizontally, vertically or diagonally) of his or her own wins.
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It could have been so great! A nice, comfortable journey on a luxurious ship...
Unfortunately, your ship got hit by a storm on the way to India and sank. With your last bit of strength and a huge amount of luck, you made it to the banks of a desert island. Through a miracle, you are not hurt, but you are exhausted and disheartened. How will you escape from this unfamiliar desert island? Or maybe the island is not so deserted after all? As a group of shipwrecked passengers, you need to survive, explore the island, and find a way home.
Adventure Island tells a continuous story in multiple parts. Players have to work together to survive. Their decisions influence the development of the story and add new elements to the game. Achievements reached throughout the game unlock permanent bonuses. With so much to explore and no destruction of components, Adventure Island can be played over and over again.
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As a duke, you have decided to build the greatest castle in the land. You are not the only Duke in this land, though, and you are not the only one with this fantastic ambition.
There are many ways to build your castle. You can even build it to lean towards one of several different styles, be it for Defence, for Comfort or even for Offence!
The occasional royalty may pop by your land and if your castle does not suit his or her taste, they will leave to find better accommodations with your rival dukes! On top of that, the deadly dragon will appear once in awhile and raze the lands. If your castle is not well fortified against dragon attacks, it might just crumble! Score Victory Points (VP) by having the most number of important folks residing in your castle, as well as have the most magnificent castle of all and take home the title of Grand Duke! Castle Dukes is a very visually appealing game of Dexterity and Strategy - And it's 3D to boot!
Each round, players start with 5 Coins. 6 Room cards are revealed from the stack and placed in positions 1 through 6 (from bottom to top), each room costing a higher amount of Coins to acquire than the last. The player with the First Player token gets first rights to the Room cards, passing the turn in clockwise direction until all players have had their chance to acquire rooms with their Coins. Rooms acquired leave a gap on their position and are not replaced with new cards during any player's turn. At the end of the whole turn after every player has had a chance at the rooms, any remaining room cards are then moved downwards to fill any gaps. Draw more Room cards from the Room Stack to fill all positions as needed. It is possible to choose not to acquire any Room card during a player's turn. Note: In the various positions 1 through 6, players also acquire additional castle components such as Tables and Coffers along with the Room cards, as depicted on the position on the main game board.
Once done, all players then simultaneously acquire pillars, Floor Tiles, and Construction cards using their remaining Coins. They may then immediately build the newly acquired components, adding on layers to their castles until they gradually become beautiful fortresses of various shapes and heights. When all players are done with this next phase, a Guest card is revealed to show which Guests have dropped by for that turn. The princess always goes for the most comfortable castle, even if its flimsy. The king's life is very precious and he always seeks out the most defended castle. The knight looks for glory and always goes for the castle that best gives him the chance to slay a dragon. This is the end of a turn in Castle Dukes. The First Player token is now passed on to the right, and a new turn begins with each player having 5 Coins again. And yes, a dragon might appear now and then to attack all castles! Depending on your level of Defence or Offence, each castle will take varying amounts of damage.
Beware! This is also a dexterity game! If at any point in the game your castle collapses, be it a small portion or even just one tiny component falling off, you will take a Crumble token which at the end of the game reduces your Victory Points by 2!
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Game of the Battle of Shiloh - April 6 and 7, 1862.
From a Battleline catalog:
Dawn. April 6, 1862. The Union Army of the Tennessee is beginning to stir beneath the shadow of a small frontier church in western Tennessee. The troops of U.S. "Unconditional Surrender" Grant wait only for their junction with Buell's Army of the Ohio to begin their long planned advance into the heartland of the Confederacy.
Then suddenly the spring morning is shattered by the rattle of gunfire and the piercing rebel yell of over 40,000 charging Confederate soldiers. The battle is joined and the fate of the west hangs in the balance. Can you as General A. S. Johnston drive the Union invaders from Southern soil? Can you as U.S. Grant rally your forces and halt the rebel onslaught? You'll never know until you've played Fury in the West'.
Fury in the West is a realistic wargame played on an attractive five color 22 by 28 inch Mapboard with over 230 colorful extra-thick die-cut counters that accurately represent the opposing armies. This game enables you to refight and study one of the least understood battles of the American Civil War.
Fury in the West is one of the most accurate wargames of its kind. Each detail has been pain-stakingly researched in order to achieve strict historical accuracy. The system has been extensively playtested to ensure a fast moving, delicately balanced and exciting game.
Rules cover such important facts as leadership, bayonet charges, gun boats, long range artillery, formations and facing and many more. An innovative yet simple system enables players to record casualties and stragglers of their individual units.
Counters:
Battleline edition = 255 (10 of which are blanks)
Avalon Hill edition = 234 (none of which are blanks)
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The classic card game Nana has been introduced to a fantastic Christmas specification. The package card design is Christmas specifications, and includes rules for the Christmas version. This is a new classic card game that will be a hit at Christmas or other parties. What is Nana: This game aims to "put 3 cards of the same number." When your turn is turned, reveal the cards and all three are the same number, then challenge successfully. If a different number is released, it will be a challenge failure. The play method is the same as the "nervous" playing card game, but the feeling of playing is completely different. Neurodepression is a game of flipping the place card, but Nana will reveal someone's hand. In addition, your hand can only be published with the largest number or the smallest number. In that rule, the first person who purchased three challenges wins the game. Basically, you will find 3 identical cards, but you will see many things in the process. For example, if a person's largest number is 8. Numbers are only 1 to 12 so you know that your hand is just a small number. If you have 2 "1" cards in your hand, you may be able to reveal those "people who seem to have a small number." (Of course, it is not necessary...) Nana is the interesting point of being able to enjoy reasoning thoughts even though it is a very simple rule.
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Take The "A" Chord, a.k.a. Aコードで行こう, is a trick-taking card game in which players become jazz musicians and compete in the strength of the chord.
Cards come in five suits (colors) labeled A-G, and in a trick, you must play a card of the same suit led - unless you have a card in the same letter as a card previously played, in which case you can play that. Why would you do that? Because initially the highest-valued letter in the game, e.g. C, is determined randomly, with the other cards being ranked lower in C in order: C is higher than D, which is higher than E, etc. with G higher than A. When you play the same chord - that is, letter - as another player, you make that chord the new highest-valued letter for subsequent tricks.
What's more, if you play the same chord as the player who started the trick - that is, if you improvise - not only do you change the highest-ranking chord, that trick goes unresolved and you start a new trick with the winner of that trick taking all tricks played since multiple instances of improvisation can take place.
You score a bonus for improvisation, but you don't want to take too many tricks in a round as that will cost you points in the long run. Score well, lead the band, then step aside for others to (possibly) take things too far. After multiple rounds, the player with the most points wins.
The 2015 edition of Take The "A" Chord included rules only for three and four players, while the 2021 edition contains larger components and rules for 2-4 players.
Publisher's summary:
ジャズがテーマのトリックテイキングゲームです。プレイヤーはジャズミュージシャンとなって、和音コードの強弱で競います。 コードの強さが変わる転調がこのゲームの主導権を握る鍵です。勝利したトリック数によって得点をえることが目的ですが、あまり勝ちすぎてもいけません。
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In June, 1812, Napoleon invaded Russia with over 500,000 troops, not so much to "conquer" anything but really intending to fight on big battle (like Austerlitz) and then dictate terms. Unfortunately, the Russian armies did not comply.
He finally got a big battle at Smolensk, which could be called a French victory...except the Russian armies just retreated and burned. Now under the command of (recalled from retirement) Marshal Kutuzov, the army made a stand near the small village of Borodino, which had only marginal useful defensive terrain but was the best place to stop the French before Moscow.
After two days of skirmishing and probing, the major battle took place Monday, September 7. About 250,000 troops were involved and the two armies lost about 70,000 casualties. It was the single bloodiest day of the entire Napoleonic Wars period - "Bloody Monday".
Using the game engine from Moscow '41 (and not VNG's Waterloo 200), the game Bloody Monday provides action and challenges, plus the joy of die rolling. Unlike other VNG products, Bloody Monday uses large 20mm blocks to provide enough detail and different unit types but still keep the game playable in one sitting. Colorful PVC stickers and "fog of war" give players everything they need in an easy mechanism.
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The Superman and Wonder Woman Starter Set is the first in a series of annual starter sets, not linked to a larger release for Dice Masters, designed by Mike Elliott and Eric M. Lang. The set will feature Superman and Wonder Woman along with other Kryptonians and Amazons, with new spins on 8 DC heroes (and their dice).
Dice Masters is a collectible dice-building tabletop game designed by Quarriors! creators Michael Elliott and Eric M. Lang.
In this game, each player fields one of the superhero teams, with each hero being represented by custom-tooled dice; each team must be composed of up to 20 dice, and a player can "purchase" dice only from his team. Each hero also has one or more character reference cards, which show the special abilities for the characters based on the die rolls. Players use these dice to collect energy, recruit new heroes, and battle head-to-head. In addition, each player brings two basic action cards to the game, which are placed in the center of the table; both players can purchase these cards. A player wins once the opposing player has been reduced to zero life.
The starter set comes with 44 custom dice, 38 cards, two dice bags, and a core rulebook.
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This is a self contained miniatures battle game based on the Battle of the Five Armies in J.R.R Tolkien's book "The Hobbit". It uses 10mm miniature figure blocks for each of the forces present. The game system is based on Warmaster also by Games Workshop.
The game comes with all the unpainted plastic miniatures and terrain, an unpainted plastic modular hill and a colour printed cardstock river, needed to play the game. The miniatures can be clipped together to be able to play the game relatively quickly, or they can be glued together and painted by those who want a more satisfying visual miniatures game.
The main scenario of the game is the Battle of Five Armies, but rules are included to allow design of your own scenarios. The game was expanded by metal miniatures sold separately in blister packs, but these are no longer available. The rules to include these are included in the game box.
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Buffet Boss delivers up a delicious mix of light strategy and dexterity in this stacking game for the whole family. In Buffet Boss, pick your food from the buffet and gain points by stacking food onto your plate. But beware - the food with the tastiest point values are also the hardest to stack! Players will also have Character cards that give them bonus points for stacking specific types of food.
Buffet Boss also comes in many different modes to suit all diets - a solo/co-operative mode as well as a mode for kids aged 5 and up.
-description from the publisher
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Players will be planning trips around the world to visit the most locations, visit beautiful sights, and encounter fellow travelers along the way.
One of the primary aspects of this game will be drawing transportation cards in order to visit one of the three cities available at the top left portion of the board. This is the “travel planning” phase.
You stay in place until you have all of the cars, trains, boats, small planes or jets you need to reach the city. Each connection on the map represents one of these modes of transit. Only after your entire trip has been planned can you turn in your cards and make the journey. You will score points based on how many connections. The more, the better! You have to strike a balance between saving up too many cards and snagging the destination before someone else does.
Finally three end game scoring conditions are randomly selected so each game will have unique goals to target.
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Codenames: The Simpsons combines the hit social word game Codenames, while featuring characters and locations from thirty years of The Simpsons.
In Codenames, two teams - Team Homer and Team Bart - compete to see who can guess all of their "field agents" (identified by either a word or picture) correctly first - but those field agents are hiding in plain sight in a 5x5 grid that includes the agents of the other team, neutral words, and an assassin that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which agents belong to each team. Spymasters take turns giving one-word clues that can help their teammates identify multiple agents on the board. Their teammates try to guess agents of the right color while avoiding those that belong to the opposing team - and everyone wants to avoid the assassin.
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Bao is an abstract strategy game from East Africa, especially Zanzibar and mainland Tanzania. It is generally reckoned to be the most complicated of the Mancala family games that are played in many parts of Africa.
On a Bao board each player has two rows of 8 holes, into which counters (seeds) are placed. Moves are made by taking more than one seed and 'sowing' them along the row of holes. Depending on where the last seed is placed, you can take the seeds from that hole and continue the sowing, possibly capturing seeds from your opponent in the process. The aim of the game is to empty your opponent's front row of seeds or make it impossible for him to move.
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After a long hike through the woods, you finally find the perfect place to set up your camera - a lush meadow. A green sea of grass rolls gently in the wind, spotted with flowers opening up to morning dew and gentle sunlight, and flocks of butterflies hovering above in a slow, deliberate dance. Light flickers in the golden dust, as you take the first look through your lens and get ready to capture the most beautiful of sights in your photo!
Dust in the Wings is a family game of perception, planning, and picturing the beauty of nature. Built on the wisdom of Mancala - a beloved game known for thousands of years - Dust in the Wings creates an experience that is light on rules, engaging in its gameplay, and wondrous to the eye!
At the beginning of the game, Butterflies are placed on each flower in the Meadow, a 5×5 grid on the main game board. During each turn, a player attempts to fulfill the requirements of various objectives in order to score victory points.
The board is manipulated Mancala style. The active player will choose a single Meadow space and pick up all Butterflies from that space. One by one, these Butterflies are dispersed. The first Butterfly is placed onto any one Meadow space adjacent to the space which the Butterflies were picked up from. The next Butterfly is placed onto any one Meadow space adjacent to that space, and so on.
The goal is to place the last Butterfly onto a Meadow space so that the space fulfills the requirement of a Gathering objective or Composition objective.
A Gathering objective is fulfilled by gathering a precise number and types of Butterflies onto a single space in the Meadow.
A Composition objective is fulfilled by having a group of spaces that collectively contain a number of Butterflies indicated on the cards. The group of spaces must also match a distinct shape and size depicted on the card.
Even if you managed to fulfill the requirements of multiple cards, only one card may be scored each turn.
At the end of the game, a player's score is calculated. Each Composition card is worth a number of points as indicated on the card. The values of various Scoring markers, which were collected when completing Gathering objectives, are also added to the final tally.
The player with the most points is the winner!
-description from the publisher
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Description from the publisher:
The peaceful kingdom of Mythe has been unexpectedly raided by the evil red dragon and his monster companions! The red dragon has taken away the golden Sacred Cheese, the symbol of the kingdom's prosperity and unity, and the fate of the kingdom is now in peril. The brave young heroes of Mythe must now set out on a desperate journey to the dragon's castle and recover the Sacred Cheese!
The players in Mythe, as mice heroes, must travel to the castle of the red dragon, where one of them has to defeat the evil creature and recover the Sacred Cheese. The player who does this wins the game! To progress on their journey, players must draw cards from other players' hands, one by one. When a player has decided that they have taken enough cards, they can decide to advance their hero on the game board. However, if a player draws a Obstacle card, then the hero must stop and deal with the mishap, not moving on that turn.
When a player finishes their turn (whether they advanced or not), they may then redistribute any of their cards to the other players. To win the game, a hero must have one of the legendary cards - Shield, Sword, or Fairy - then move onto the Dragon's space to defeat him and save the Sacred Cheese.
In the original release - named マイス, which is Japanese for "mice" - the mice heroes were trying to save a princess from the dragon.
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In POW, players need to collect both superheroes and supervillains over the course of the game, and they do this by rolling dice.
On a turn, the active player rolls five dice up to three times, setting aside at least one die after each roll. Once they stop, they can collect a hero or villain from the shared supply as long as they have the right number of symbols of the proper type (hero or villain) to match one of the tiles on display. If they do, they take this tile and add it to the top of their hero or villain stack. Heroes are worth positive points, and villains negative points.
Alternatively, if the player rolls three speech balloons of a single color, they can collect the top tile of this color from any player's stack. If they roll four or five speech balloons, they can take a specific tile from any player's stack. (They can't look through the stacks, though, so everyone needs to remember who took which tiles when.)
If a player can't take anything, they take the tile with the lowest (possibly negative) score still in the supply.
Once all the tiles have been claimed, the game ends. If someone has more heroes than villains, they must discard tiles from their hero stack until the two stacks are the same height. Players then tally their points, and whoever has the highest score wins!
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The battle of Monmouth, June 28 1778, was the last major fight in the northern theater, during the American Revolutionary War, and largest one-day battle of the whole war, for the number of men involved. Gen. Washington attacks Lt. Gen Henry Clinton's rearguard at Monmouth Court House. The legend of Molly Pitcher is generally associated with this battle.
The game uses Wellington's Victory's system, modified for the American Revolution era. No cavalry charges and complex rules. The main aspects of the rules include unit facing, morale modified by casualties received, command control and fatigue due to hot temperatures during the battle. Victory is determined by eliminating enemy strength points and capturing the 4 crossroads in the battle area.
Map terrain has five levels in increments of 30 feet, with each hex spanning 100 yards side to side. Each infantry unit represents a regiment (or several regiments for some Colonial units); each artillery unit represents a battery of two guns; each dragoon unit represents a regiment of cavalry. Turns represent 20 minutes of real time. Three scenarios are provided: one introductory involving the hedgerow battle, and two advanced covering Monmouth Courthouse and the Grand Battle.
Published in Strategy & Tactics magazine Nr.90 (Jan/Feb 1982)
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